Allows the trainer to switch out the user and pass effects along to its replacement.

36

Crunch

80

15

100%

Has a 20% chance to lower the target's Defense by one stage.

41

Iron Defense

--

15

--

Raises the user's Defense by two stages.

46

Sucker Punch

80

5

100%

Only works if the target is about to use a damaging move.

51

Swallow

--

10

--

Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.

51

Spit Up

1

10

100%

Power is 100 times the amount of energy Stockpiled.

51

Stockpile

--

20

--

Stores energy up to three times for use with Spit Up and Swallow.

56

Iron Head

80

15

100%

Has a 30% chance to make the target flinch.

TMs/HMs

#

Move

Type

Class

Pow.

PP

Acc.

Effect

TM6

Toxic

--

10

90%

Badly poisons the target, inflicting more damage every turn.

TM10

Hidden Power

1

15

100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

TM11

Sunny Day

--

5

--

Changes the weather to sunny for five turns.

TM12

Taunt

--

20

100%

For the next few turns, the target can only use damaging moves.

TM13

Ice Beam

95

10

100%

Has a 10% chance to freeze the target.

TM15

Hyper Beam

150

5

90%

User foregoes its next turn to recharge.

TM17

Protect

--

10

--

Prevents any moves from hitting the user this turn.

TM18

Rain Dance

--

5

--

Changes the weather to rain for five turns.

TM21

Frustration

1

20

100%

Power increases as happiness decreases, up to a maximum of 102.

TM22

Solarbeam

120

10

100%

Requires a turn to charge before attacking.

TM27

Return

1

20

100%

Power increases with happiness, up to a maximum of 102.

TM30

Shadow Ball

80

15

100%

Has a 20% chance to lower the target's Special Defense by one stage.

TM31

Brick Break

75

15

100%

Destroys Reflect and Light Screen.

TM32

Double Team

--

15

--

Raises the user's evasion by one stage.

TM35

Flamethrower

95

15

100%

Has a 10% chance to burn the target.

TM36

Sludge Bomb

90

10

100%

Has a 30% chance to poison the target.

TM37

Sandstorm

--

10

--

Changes the weather to a sandstorm for five turns.

TM38

Fire Blast

120

5

85%

Has a 10% chance to burn the target.

TM39

Rock Tomb

50

10

80%

Has a 100% chance to lower the target's Speed by one stage.

TM41

Torment

--

15

100%

Prevents the target from using the same move twice in a row.

TM42

Facade

70

20

100%

Power doubles if user is burned, paralyzed, or poisoned.

TM44

Rest

--

10

--

User sleeps for two turns, completely healing itself.

TM45

Attract

--

15

100%

Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

TM48

Round

60

15

100%

Has double power if it's used more than once per turn.

TM52

Focus Blast

120

5

70%

Has a 10% chance to lower the target's Special Defense by one stage.

TM54

False Swipe

40

40

100%

Cannot lower the target's HP below 1.

TM56

Fling

1

10

100%

Throws held item at the target; power depends on the item.

TM57

Charge Beam

50

10

90%

Has a 70% chance to raise the user's Special Attack by one stage.

TM59

Incinerate

30

15

100%

Destroys the target's held berry.

TM63

Embargo

--

15

100%

Target cannot use held items.

TM66

Payback

50

10

100%

Power is doubled if the target has already moved this turn.

TM68

Giga Impact

150

5

90%

User foregoes its next turn to recharge.

TM71

Stone Edge

100

5

80%

Has an increased chance for a critical hit.

TM75

Swords Dance

--

30

--

Raises the user's Attack by two stages.

TM77

Psych Up

--

10

--

Discards the user's stat changes and copies the target's.

TM80

Rock Slide

75

10

90%

Has a 30% chance to make the target flinch.

TM86

Grass Knot

1

20

100%

Inflicts more damage to heavier targets, with a maximum of 120 power.

TM87

Swagger

--

15

90%

Raises the target's Attack by two stages and confuses the target.

TM90

Substitute

--

10

--

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

TM91

Flash Cannon

80

10

100%

Has a 10% chance to lower the target's Special Defense by one stage.

TM94

Rock Smash

40

15

100%

Has a 50% chance to lower the target's Defense by one stage.

HM4

Strength

80

15

100%

Inflicts regular damage with no additional effect.

Egg Moves

Move

Type

Class

Pow.

PP

Acc.

Effect

Slam

80

20

75%

Inflicts regular damage with no additional effect.

Fire Fang

65

15

95%

Has a 10% chance to burn the target and a $effect_chance% chance to make the target flinch.

Ice Fang

65

15

95%

Has a 10% chance to freeze the target and a $effect_chance% chance to make the target flinch.

Thunder Fang

65

15

95%

Has a 10% chance to paralyze the target and a $effect_chance% chance to make the target flinch.

Sucker Punch

80

5

100%

Only works if the target is about to use a damaging move.

Punishment

1

5

100%

Power increases against targets with more raised stats, up to a maximum of 200.

Guard Swap

--

10

--

User swaps Defense and Special Defense changes with the target.

Metal Burst

1

10

100%

Strikes back at the last Pokemon to hit the user this turn with double the damage.

Tickle

--

20

100%

Lowers the target's Attack and Defense by one stage.

Poison Fang

50

15

100%

Has a 30% chance to badly poison the target.

Ancientpower

60

5

100%

Has a 10% chance to raise all of the user's stats by one stage.

Captivate

--

20

100%

Lowers the target's Special Attack by two stages if it's the opposite gender.

Stats

at level 100

Base

Hindering
(90%)

Neutral
(100%)

Beneficial
(110%)

HP

50

210 - 304

210 - 304

210 - 304

Attack

85

157 - 242

175 - 269

192 - 295

Defense

85

157 - 242

175 - 269

192 - 295

Sp. Attack

55

103 - 188

115 - 209

126 - 229

Sp. Defense

55

103 - 188

115 - 209

126 - 229

Speed

50

94 - 179

105 - 199

115 - 218

TOTAL

380

Other Stats

Base Experience

Max Experience

Catch Rate

Happiness

EV Yields

98

800,000

45

70

Attack: 1 pointDefense: 1 point

Damage Taken

0.5x

2x

0.5x

0x

2x

0.5x

0.5x

1x

0.5x

2x

1x

0.5x

1x

0.5x

0.5x

0.5x

1x

0.5x

Images

Black

White

Diamond

Pearl

Platinum

HeartGold

SoulSilver

Ruby

Sapphire

Emerald

Flavortext

Black 2

Attached to its head is a huge set of jaws formed by horns. It can chew through iron beams.

White 2

Black

White

Diamond

Pearl

Platinum

HeartGold

It chomps with its gaping mouth. Its huge jaws are actually steel horns that have been transformed.

SoulSilver

Ruby

MAWHILE's huge jaws are actually steel horns that have been transformed. Its docile-looking face serves to lullits foe into letting down its guard. When the foe least expects it, MAWHILE chomps it with its gaping jaws.

Sapphire

Don't be taken in by this Pokemon's cute face - it's very dangerous. MAWILE fools the foe into letting down itsguard, then chomps down with its massive jaws. The steel jaws are really horns that have been transformed.

Emerald

Its giant jaws are actually steel horns that transformed. It fools foes into complacency with its adorable gestures, then chomps them with its huge jaws.

FireRed

It uses its docile-looking face to lull foes into complacency, then bites with its huge, relentless jaws.